Pay attentiont to the lingo, yo!
Legend
Symbol | Meaning |
---|---|
+ | And/Together |
, | Then/Followed By |
/ | Or |
Notes
Following certain moves are notes. These notes either list certain aspects of the move, or when and how the move must be done. Below is a listing of the main terms found in the FAQ.
Note | Meaning |
---|---|
air | Can also be done in the air |
AIR | Must be done in the air |
smash attack | Move is considered a Smash Attack |
platform | Attack goes through platforms |
power hit | Item or attack is capable of being used to perform a power hit |
charge | Special attack can be charged to produce a greater result |
stun | Attack will stun opponent for a short time |
comeback | Comeback Attack |
clear out | Clear Out Attack |
close | You must be close to your opponent to perform this technique |
ground | Will hit an opponent on the ground |
behind | Will hit an opponent behind you |
juggle | The move will allow you to juggle or combo your opponent |
directional | The move can be done at alternate angles by pressing up or down |
distance | The longer you hold the analog stick or button, the further the move will go |
during... | The move must be done during some other move or action |
after... | The move must be done after some other move or action |
bounces | The move will bounce off a wall |
Definitions
Term | Definition |
---|---|
Sudden Death | When playing a multiplayer match using time instead of stock, there is always the possibility of a tie. If two or more players end in a tie, the game will move into sudden death. During sudden death, the players start in the same positions they started in at the beginning of the match however they now have 300% damage. This means that any Smash Attack, Meteor Attack, or Power Hit will finish your opponents off. However, it has to be one of these attacks. Don't expect to do a standard punch and launch your opponent. They'll go farther than normal, but it won't kill them. If there are still two or more players left after 30 seconds of Sudden Death, bombs will begin to drop from the sky. |
The Crowd | Although you can't see them, there is a crowd in Smash Brothers Melee that chants your name or gasps as you save yourself from death. If you get knocked far off the playing area and save yourself, the crowd will gasp in surprise. If you are high in damage and kill an opponent, the crowd will start chanting your characters name. |
Smash Attack | Just like the original Smash Brothers, if you press forward and A at the same time, your character will perform a Smash Attack. These are your most powerful non-item attacks. There are three main Smash Attacks that can be done by pressing up, down, or forward and A. If an opponent is high in damage, a Smash Attack will generally finish them off. |
Meteor Attack | Every Smash Attack has a Meteor Attack counterpart. If you press forward and hold A instead of tapping it, your character will begin to charge the attack. The longer you hold A, the longer your character will charge the attack, and the greater the damage done once it's executed. |
Power Hits | When you are using an item that can be swung like a sword (beam sword, star rod, etc.), if you press forward and A your character will perform a slightly different version of a Smash Attack. Power Hits are generally just as powerful as Smash Attacks, except they offer varying attributes. For example, the beam sword gives your Smash Attack more range, while the star rod adds a projectile to your Smash Attack. Power Hits can also be charged to perform a Meteor Attack. Note: Prince Marth and Roy will do a double attack when performing Power Hits. Instead of swinging only the item in hand, they will follow it up by swinging their sword as well. |
Special Attack Power Hits | Some special attacks can also qualify as a Power Hit. Anything that can eliminate your opponent with one hit at higher damage percentages, but is not technically a Smash Attack, can be considered a power hit. This type of power hit cannot be charged like a Meteor Attack. |
Grabs | One of the most important moves in Smash Brothers Melee is the grab. In the original Smash Brothers, this move was used to grab opponents and toss them out of the playing area. In Melee, the properties have changed a bit. You can now throw your opponent up or down as well as forward or behind you. This opens up combo and juggle possibilities. Some characters have a longer range on their grabs, like Link or Samus. Depending on the character, a grab may not be a good choice of attack. Some grabs will also launch opponents farther than others. Grabs are best used when an opponent has left themselves open near an edge, or has their shield up. |
Shield | When an opponent is trying to attack you, the shield will stop them from doing any damage. The more damage your shield takes, the smaller or darker it will get (depending on your character). If your shield takes too much damage it will break, and you'll become stunned for a few seconds leaving you open to attack. Your shield can also break if you use it too long. Even if you are not being attacked, your shield will grow smaller or darker the longer you leave it up. Use the shield when getting attacked from a distance, but at close range be careful you don't get thrown. |
Dodge | This is by far the most important addition to the Smash Brothers series. By pressing R or L in combination with Down, your character will step to the side, avoiding all attacks except throws. If you hold R or L and continually tap Down, you can dodge multiple times in quick succession. Use this technique against projectile attacks and anything that would cause your opponent to be open after a miss. |
Roll | Similar to a dodge, the roll has been retained from the original Smash Brothers. Simply press R or L along with forward or back and your character will roll in whatever direction you pressed. A forward roll will turn your character around, so take note of the distance your character rolls. You don't want to end up with your back facing your opponent. During the roll animation your character cannot be harmed by attack. However, at the beginning and end of the roll you can be damaged, and at any time you can be thrown out of a roll. |
Air Jumps | If you get knocked out of the playing area, this is one way to help get yourself back in the battle. Try to maneuver yourself as close to the playing area as possible, then use the air jump to either grab the edge or set up for a comeback attack, or aerial dodge. You can also use air jumps to position yourself for attacks from above. |
Comeback Attack | This is your last chance to get back into the battle after you've been knocked out by another player. Your comeback attack is generally a special move that can be done in the air. Do not do this attack until you're sure it will get you back onto the playing area. If you come up short, you won't have any other way to get yourself back into the action. |
Clear Out Attack | When you're surrounded by several attackers use a clear out attack to give yourself some attacking room. This move is usually the same move you'll use as a comeback attack, and will knock away opponents on either side of you. Be careful as most Clear Out Attacks will leave you open if they're blocked. |
Edge Attack | Once you've been knocked off of the playing area, if you comeback but don't quite make it to the closest platform you can grab the edge of it if you're close enough. While you're holding onto the edge, by pressing A or B, you will do an attack as your climbing back onto the platform. If you climb back up without doing the attack, you'll be temporarily open to attack. This technique only applies to platforms located on the bottom of the stage. However, if you're in the middle of a comeback attack or any other move, you won't be able to grab the edge. You can also press up while you're hanging from the edge and your character will jump instead of climbing up. |
Ratings
Note: These are my personal ratings and your views may differ from what I have for each character in these categories.
Rating | Meaning |
---|---|
* | The character is one of the worst in this area. |
** | Not the worst, but the character could definitely be better. |
*** | The character is about average in this area. |
**** | Very good in this particular area. |
***** | One of the best characters in this area. |
Category | Definition |
---|---|
Learning Curve | The harder it is to master a characters moves and techniques, the higher this rating will be. |
Power | The more damage a character can do, the higher this rating will be. The more powerful characters are generally slower, while the faster characters are usually less powerful. |
Speed | This is based on combination of how fast the character can grab, run, and execute Smash Attacks. A higher rating means a character is faster in these areas. Faster characters should use their speed and agility to out maneuver slower opponents. |
Recovery | There is recover time after every move. This is the time after a move when you character cannot move, put their shield up, or attack. The shorter a characters overall recovery time is, the higher this rating will be. Characters with higher recovery ratings will have to be aware of when and how they are using their attacks. A missed or blocked high recovery attack can cause you a great deal of damage. |
Grab | The higher this rating is, the further an opponent will fly after being grabbed. Characters with higher grab ratings should use this technique when near an edge. If your character has a low grab rating, use a Smash Attack or power hit instead. |
Offense | This covers how offensive a character can be played. The better a characters moves and attacks will work to continually damage an opponent, the higher this rating will be. Characters with high offensive ratings are usually best played aggressively. |
Defense | This covers how defensive a character can be played. The better a characters moves and attacks will defend against an attacking opponent, the higher this rating will be. In most cases, a character with a high defensive rating should wait for their opponent to attack, or anticipate an incoming attack and counter. |
Comeback | The higher this rating, the easier it is for a character to comeback after being knocked off the playing area. This could mean a character has a good air jump, or a comeback attack that covers a lot of ground. |
Overall | This is the overall playing ability of the character. Once a character has been mastered, this is a rating of how useful their moves, attacks, agility, and playing strategies will be in battle, and against other characters are master levels. |